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c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4
ava i lab le at www.sc ienced i rec t . com
www.compseconl ine .com/publ i ca t ions /prodc law.h tm
How virtual are virtual economies? An exploration into thelegal, social and economic nature of virtual world economies
Clare Chambers
Bristol Law School, UWE, UK
Keywords:
Virtual economy
Second life
Linden monetary policy
Ginko financial
Eve online
E-mail address: [email protected]/$ e see front matter ª 2011 Dr Cldoi:10.1016/j.clsr.2011.05.007
a b s t r a c t
Virtual world economies are undoubtedly increasing in growth, participation and impor-
tance. Their macroeconomic impact has already been seen as important in the real world
economies; however its governance and jurisdiction is unclear. This paper will argue that
virtual economies are not actually as virtual as they first appear to be. Secondly the paper
argues that because of the real world effects and impacts virtual world economies can have,
they should be applicable to real world jurisdictions and regulations. The question that is
therefore posed is in which jurisdiction should the legal backbone be placed? The paper will
be divided into several parts. Firstly, a background of what virtual worlds are, and what they
mean in linguistic definition. Secondly, a review of law economics and history shall be
considered to determine that what is once considered ‘other worldly’ is accepted as the norm.
Thirdly, the paper will consider a virtual world economy, namely that of Second Life to
establish the real world impacts that virtual world economies can have. Fourthly, the paper
will consider two case studies of financial crisis occurring in the virtual worlds and the
synergies we can draw from the real world. Finally, the paper will conclude with the
proposition that legal governance is required and will enable what is already a lucrative
business to flourish further within the realms of possibility and not virtually.
ª 2011 Dr Clare Chambers. Published by Elsevier Ltd. All rights reserved.
1. Introduction This paper advocates this theory and will outline the rational
Within this paper the legal philosophy behind virtual econo-
mies will be discussed to determine whether virtual world
economies are virtual and therefore outside the remit of the
rule of law, orwhether they aremerely a continuumof the real
world economy. The aim of the paper is to enable the reader to
understand the concepts of virtual economics and the virtual
market placewithin virtualworlds. The paperwill advance the
position that virtual worlds are not as virtual as one may
initially think. Virtual worlds are affected by the real and the
real by the virtual, thus demonstrating the continuum of
existence that has occurred since human beings have evolved.
uk.are Chambers. Published
and thinking behind this proposition.
First and foremostwemust turn our attention to the virtual
world in which the economics we will later discuss occur. So
this point turns to what is a virtual world and whether
a virtual world, created by a computer software system can
ever be what its namesake suggests i.e. virtual. If the world is
truly virtual then economic activities or any other activity
need not be applicable to real world laws. However, if these
virtual worlds are not indeed ‘virtual’, then the problem of
legal culpability and jurisdiction arises. Therefore it is
important to establish what is a virtual world? Is a virtual
world really virtual? Andwhat activities take placewithin that
by Elsevier Ltd. All rights reserved.
c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4378
world that requires real world legal culpability and
jurisdiction?
Academics have tried to capture what a virtual world actu-
ally means. Knock describes virtual as being a world created
by humans. He says that: “Virtual worlds can be described
as technology-created environments that incorporate repre-
sentatives of real world elements such as human beings, land-
scapes and other objects”.1 In other words Knock is stating that
a virtual world is a simulation of the real world, with real world
elements within it, but that it is acted out via a computer
generated system. It is these real world elements that pose
problems for researchers when examining the virtual worlds.
Firstly if the virtual world is a simulation of the real world, it is
not ‘virtual’ in its truest sense. Secondly, if these real world
objects in thevirtualworld (or ‘inworld’ if youshall) areaffected
by events in the realworld then it is not ‘virtual’ either. Rather it
is more a continuum of the development of e-commerce and
the cyber world. It is more akin to a faux representation of the
real world and simulates the real world to be a utopia of what
real worlds could be. Therefore, it is not virtual but rather faux
virtual.SecondLife (SL) “isagoodexampleofavirtualworld that
attempts to replicate elements of the real world with practical
application inmind”2, and it is for this reason that SL economy
shall be considered later within this paper.
However, worlds such as SL are termed as being virtual and
this virtual status comes to be at its truest when considering the
implication of the actions taken within the virtual worlds. The
implications whether they are criminal, civil, social or economic
can be seen to have an effect on the real world. The problem
therefore comes when the implications, named above, do not
have real world consequences. For example, the situation
surrounding rape in a virtual world and whether it is a criminal
event in the real world is unclear.3 If such a serious crime in the
real world is ambiguous to say the least in the virtual then what
does the virtual world hold for more mundane but none less
important world of economics, banking andmonetary policy?
We now turn our attention to the economy of virtual
worlds and the economy of SL. Since its creation SL has been
underpinned by its closeness to the real world and the
economy is no different. Every economy in the real world is
influenced by policy makers and government alike, SL is no
different. In SL the virtual economy is affected by its devel-
opers for, as mentioned above, there is no government
controlling the virtual world. Spiress (2006) points out that one
of the most recent changes to the economy of SL is because of
the decision taken by the developers, Linden Labs. “Second
life’s economy has been surging since Linden Lab made the
unusual decision three years ago to grant users intellectual
property rights. Thousands of people have created homes and
1 Kock, N. ‘E-collaboration and E-commerce in Virtual Worlds:The potential of second life and world of war craft’, InternationalJournal of E-collaboration, Vol. 4, Issue. 3. 2008.p.1.
2 Ibid, p.3.3 Lynn. V. ‘Virtual rape is traumatic, but is it a crime?’ Wired. 5
April 2007. http://www.wired.com/culture/lifestyle/commentary/sexdrive/2007/05/sexdrive_0504 retrieved 29 April 2010; MacK-innon, ‘Virtual Rape’, Journal of Computer Mediated Communi-cations, October 2007 13 Vol 2 No.4.; Bugeja, M. ‘Avatar Rape’,Inside Higher Ed. 25 February 2010. http://www.insidehighered.com/views/2010/02/25/bugeja retrieved 29 April 2010.
business on virtual land leased from the site and are peddling
virtual items as varied as yachts and ice cream”.4 Spiress
therefore indicates to the turning point in SL economic
history, where Intellectual Property rights were granted to SL
residents and from this economic activities have thrived. We
can therefore determine that there is an economically active
world, taking place within second life and this is later
demonstrated by recent figures disseminated from SL itself
and its own stock exchange, but more of that to come later.
What must be considered here is the very nature of what
a virtual world is? We have established that within the world
called SL there is an economy and trade does take place. The
trade is facilitated through the in world currency Linden$’s.
The name itself derives from the real world word, dollars.
2. What is a virtual world?
A virtual world according to Castronova is a computer pro-
grammewith three defining features: Interactivity, physicality
and persistence. Before examining these three elements let us
turn to defining the word virtual and world, separately and in
turn.
Virtual, as an adjective, is defined as:
� virtual(a): being actually such in almost every respect; "a
practical failure"; "the once elegant temple lay in virtual
ruin"
� virtual (a): existing in essence or effect though not in actual
fact; "a virtual dependence on charity"; "a virtual revolu-
tion"; "virtual reality".5
Or as:
� Virtual (a) having the essence or effect but not the appear-
ance or form of.6
The word comes from the Medieval Latin term virtualis or
virtus meaning virtue.
Virtue is defined as:
� Virtue (a) the quality or practice of moral excellence or
righteousness;
� Virtue (b) the particular moral excellence;
� Virtue (c) any of the cardinal virtues; justice, temperate, and
fortitude
� Virtue (e) an affective active, or inherent power or force. 7
Virtue comes from Old French Vertu and Latin Vertus
meaning manliness and courage, (Vir man).8
4 Sipress, A. ‘Where real money meets virtual reality, the jury isstill out’, Washington Post, 26 December 2006. http://www.washingtonpost.com/wp-dyn/content/article/2006/12/25/AR2006122500635.html 29 January 2010.
5 www.wordnetweb.princeton.edu/perl/webwn retrieved 29April 2010.
6 Collins English Dictionary.7 Ibid.8 Ibid.
c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4 379
These definitions give us a clue as to why the name was
chosen for the virtual world. The first definition, virtual is the
being’ actually such in almost every respect’, goes along with
the line of thinking of the paper. The world created online is as
close to reality as possible. It simulates the real world and
demonstrates its desire to be as close as possible to the real
thingbut incorporatingeverydayaspects into thevirtualworld,
which is given no escape. It is more of a utopia than a virtual
reality. The seconddefinition; that virtual is ‘existing in essence
oreffect thoughnot inactual fact’ alsoagreeswith the"theonce
elegant temple lay invirtual ruin" .The thirddefinition still does
not pose a problem for this paper’s proposition regarding the
virtualworld.Virtual is, ‘having theessenceor effect butnot the
appearance or formof’. In a virtual world there is no formother
than pixels on the computer screen but it has the essence and
the effect of a real world.
From the definitions above we can determine that a virtual
world is one that exhibits all the characteristics of a real world
and the only difference being is that the virtual one has no
physical form to it. If this is the case, then is it hard to see why
there are no legal ramifications for actions in world.
Returning to Catronova’s idea of what a virtual world is
somewhat differs from the literal definition of what a virtual
world is. In so far as the author believes that these elements can
be taken and can demonstrate that the virtual world created is
not actually virtual, but a continuum of the real world, but
placed in a virtual platform. If this is so, and which is what the
paper argues, then the virtual should be subject to real world
laws. Economics is a perfect example of how virtual economics
is actuallyhighly influenced anddrivenby the economic factors
in the real world. This is because there is a single common
denominator of the two worlds. That being human beings. The
question is whether anything that is created, played and
thought about by Humans can ever be truly virtual? As
mentioned above Castronova examines three elements ofwhat
constitutes a virtual world. The first can be expanded to include
the idea that the game can be accessed remotely by a large
number of people, with “the command inputs of one person
affecting the command inputs of other people”. This inter-
activity can be further expanded to demonstrate the idea that
the ‘command inputs’ are given by real world people, and have
affects inworld and in the realworldonother input commands.
Therefore put simply, the realworld is affected by the actions in
world, outlining the idea that the virtual is not so virtual.
The second element of Castronova’s virtual world is
physicality, that being “people can access the programme
through an interface that simulates a first-person physical
environment on their computer screen; the environment is
generally ruled by natural laws of Earth”.9 By having this
synergy with the real world, these virtual worlds are taking on
the appearance of being a continuum of the real world and not
being as virtual as their name suggests.
The final and third element is that of persistence; this being
the idea that the computer remembers the closing play of that
person or people, whether anyone is using it or not. 10 Nothing
9 Castronova, E. ‘Virtual Worlds: A first hand account of marketand society on the cyberian frontier’, CESifo Working Papers, No.618, December 2001.10 Ibid.
alters unless the users of that virtual world make it happen,
thereby demonstrating that the ‘in world’ needs people to
make it a world. It needs the real world influences to ensure
that the ‘in world’ occurrences happen. In other words, the
virtual world cannot operate without real world influences.
Having examined the definitions of what a virtual world is
it can be logically deduced that a virtual world is all but real
barring its lack of physical form. Therefore if it has real world
affects and is all but real baring its physical form could it not
be right to say there needs to be a ‘Rule of Law’ operating
within the world.
The Rule of law is that, as Lord Bingham suggests, that all
persons and authorities within the state, whether public or
private, should be bound by and entitled to the benefit of laws
publicly and prospectively promulgated and publicly admin-
istered in the courts.11 In general therefore it means that no
one is above the law and that the state’s citizens are bound by
the rules and that if broken they shall be tried fairly by a fair
legal system. Lord Bingham further clarifies the Rule of Law
through eight further points. These being:
1. That law must be accessible and so far as possible intelli-
gible, clear and predictable;
2. That questions of legal right and liability should ordinarily
be resolved by application of the law and not the exercise of
discretion;
3. That the laws of the land should apply equally to all, save to
the extent that objective differences justify differentiation;
4. That means must be provided for resolving, without
prohibitive cost or inordinate delay, bona fide civil disputes
which the parties themselves are unable to resolve;
5. Thatministers and public officers at all levelsmust exercise
the powers conferred on them reasonably, in good faith, for
the purpose for which the powers were conferred and
without exceeding the limits of such powers;
6. That adjudicative procedures provided by the state should
be fair. The rule of law would seem to require no less;
7. That the existing principle of the rule of law requires
compliance by the state with its obligations in international
law, the law which, whether it is derived from treaty or
international custom and practice, governs the conduct of
nations;
8. That the existing principle of the rule of law requires
compliance by the state with its obligations in international
law, the law which whether deriving from treaty or inter-
national custom and practice governs the conduct of
nations.12
We can say for certain that none of these are being carried
out in any clarity of distinction within virtual worlds and it is
this which is holding back their economies and development.
It is only with the adoption of these rules within the virtual
worlds that commerce can begin to have a real positive effect
on the real world. What is required is for the rule of law of real
world countries be adopted for these virtual worlds. The legal
jurisdiction of virtual worlds is a discussion for another paper
11 Lord Bingham Text Transcript. Law Society for Hereford andWorcester Tuesday 15 April 2010.12 Ibid.
c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4380
but whether the jurisdiction is adopted from the location of
the server or whether there is a new international rule of law
drafted, agreed on and implemented, it is clear the legal
situations must be clarified.
2.1. Law, economics and history
Virtual economics is a tricky area to pin down. Many
academics 13 have considered the economic point of view
from a commodity, profit and loss standpoint. Few have
considered economics as the economy, i.e. the money, the
transactions, the value of goods, the crises emanating from
the economy, of a virtual world. This part of the paper gives
way to these ideas. It is not meant to be an examination of
economics and the calculations of the profits and net gains of
the virtual world. For now what is being considered is the
monetary policy of virtual worlds. In other words how can
a computer pixel be attributed a real world value and how can
this be controlled given that once withdrawn from the in
world, it has real world affects?
The reason why we turn to history once again is that
history informs us of how things inworld and in the real world
have come about. The idea is that we only have economics
and in turn currency because it has been accepted over time.
In society we have placed a value on various commodities and
we exchanged money to get the goods. 14 But the question is
how did we get to the idea that coins and paper have a value
and that these can be exchanged for goods and now even
more so that we consider a plastic card as themeans of paying
for goods, as this card holds our wealth, or means, to do so.
Let us travel back in time. Where did the idea of money
come from? The idea of money dates back to about 4000e5000
BC. Remember that the idea of a virtual currency can be traced
back to this early period; after all, what is virtual is, this paper
is arguing, but a continuum of the real. What was considered,
other worldly in 4000BC is now out of date for us and what is
virtual money now could be, and most likely will be, consid-
ered out of date in several thousands of years time.
The basic form of trade was called bartering, where you
swapsomethingofyours for somethingthatyouwant in return.
This is ok for a time but what happens when you want some-
thing and the person does not want to trade your goods for it?
This led to the idea of having a common commodity which
could be traded for goods, such as grain, rice, honey etc.It was
this common feature which can be seen in elements of virtual
money today. The common feature allows for a fixed and
standardmeasure for goods to be traded and purchased, it also
allows for thecommoncommodity tostorevalueandalsoactas
a medium of exchange.15 This is where the concept of money
was born; this method provided a common measure accepted
byall for exchanges of goods. It is important to labour this point
as trade “cannot happen if there is not an agreement amongst
13 Castronova, E. ‘Virtual Worlds: A first hand account of marketand society on the cyberian frontier’, CESifo Working Papers, No.618, December 2001.14 Coins to QQ at Web 2.0 19 February 2008. http://www.forbes.com/2010/01/04/virtual-economy-gaming-technology-breakthroughs-levchin.html retrieved 23 April 2010.15 Ibid.
everyone that a particular currency has value”.16 People of SL
accept that Linden$ are currency and that they have an agreed
value. They use these Linden$ as a means of bartering and
obtaining good that theywould not be able to obtain unless this
system of ‘money’ was in place.
In 3000 BC the idea of collective protection of currency
began. The ideawas to collect together the currency and share
the cost for an army to protect their currency and therefore
loss. Along the banks of the Nile, granaries for grain appeared
which kept the grain for local people. This is where the name
bank comes from, i.e. the storage of currency was first along
the river banks. The first accountants began logging what
came into the collective store and what was removed. Having
grain as amode of currency was fine until there was a draught
and grain was in sparse supply and this happened to the
ancient Egyptians around 2200 BC. This was the first banking
crisis in the world.
As the grain became scarcer, it also becomes more valu-
able. After 200e300 years of problems associated with the lack
of grain, metal became the chosen common commodity for
currency. “This is important because it finally moves currency
to something that is more abstract”.17
However practically speaking, moving large amounts of
metal around to conduct transactions posed various physical
problems and so countries such as Sweden and China con-
verted the metal currency to paper money. These sums of
currency were held in banks. By converting the currency to
paper frommetal and in turn from grain, adds another layer to
our currency continuum, from the real to the abstract.
What happened next, and yes forgive me that the leap is
rather a large one, but the next step is rather an interesting
turn of events for bankers and currency globally. This was the
creation of the reserve or central bank in any one country. It
was created by John Law (1671e1729), who at the age of 29 shot
a man in a duel for the hand of a lady and was tried and
convicted ofmurder. He was sent to jail and escaped to France
soon after. Law was an early economist and observed that it
would be better for nations to control the flow of currency and
to do this he observed, it would be prudent to issuemore IOU’s
than the banks hadmetal for should the need arise tomake an
issue to the depositors. Law came up with the idea that if the
nation had a reserve bank which guaranteed the money, each
individual bank could lend more than it had in its reserves.
However, this could not happen unless there was support
from the government as the central bank could only be
controlled by the law of the land and therefore the govern-
ment. Lawmanaged to convince the government to undertake
this task and created what is known today as ‘fractional
reserve banking’, whereby the banks only hold a fraction of its
obligation in any one time. This notion is ok, whilst the people
of the nation trusts its government and therefore banks. If
a society loses its trust and confidence in the government and
or the banks, then bank runs can occur, i.e. where everyone
decides to take their money out of the bank at one time, and
thus the bank, only holding a fraction of its obligation, fails to
provide each person with their money.
16 Ibid.17 Ibid.
c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4 381
The modern day (from the 1920’s) history of the reserve
bank and the international and national collaboration is
a story for another time, for nowwhat we can see is three fold.
Firstly for currency to be in place, it must be a common
accepted medium. Secondly currency has moved from the
real to the abstract in the real world and therefore the creation
of virtual money is no less real than the creation of paper as
ameans of representingmetal coins, it is just rather new to us
all. Finally, and most importantly, is that someone must be in
control of the flow of money into and out of the banks and the
nation. This is not the case for the virtual banks at the
moment and it is this which is causing the problems in world
currently. As Spiress points out: “Courts are trying to figure
out how to apply laws from real life, which we’ve grown
accustomed to, to the newworld. The Law is struggling to keep
up”.18 Whether it is the criminal law or civil law, the legal
position of virtual worlds, is ambiguous and unclear. There is
no dispute that the virtual word contains elements such as
politics, crime and economics but the law which governs and
controls is unclear.
3. Virtual economics and markets
Within virtual worlds, (and not just SL), there are thriving
economies, with their own markets and currency (World of
Warcraft is yet another example). At the present time most of
these virtual worlds and currencies are separate. They are
bifurcated only by the lack of open standards, whereby virtual
money, avatars and commerce can be exchanged between
worlds. An open standard would allow for free movement of
goods and trade between these virtual worlds and would pave
theway for a definiteneed for ahigher jurisdictional basis. Ifwe
assume that the regulatory position at the moment within
virtual worlds is that rules are issued by the game developers,
and not by a court of a real world, then we can assume that
when open standards arrive in virtual worlds there will be
a need for one governing body. The technology is present in
theseworlds to facilitate open standards.What is lacking is the
clear legal position. Therefore, although the economies are
thriving in each individual world, they are also stuck within
those worlds. If we embrace the idea of having e-commerce
developedviavirtualworldeconomies thenthe legalpositionof
the economyneeds to be established. This part of thepaperwill
examine SL economy and will explore the virtual economics
phenomenon and the challenges it faces.
In SL, the economy really started to thrive once a legal
position of ownership rights was clarified. Thus, it gave
credence to the argument that once there is a clear legal
position within the virtual world, it allows users more
freedom and security to fully immerse themselves within the
game.19 Furthermore, it is important for the economic posi-
tion to also be clear within these worlds. As Castronova indi-
cates, “economists believe that it is the practical actions of
18 Sipress, A. ‘Where real money meets virtual reality, the jury isstill out’, Washington Post, 26 December 2006. http://www.washingtonpost.com/wp-dyn/content/article/2006/12/25/AR2006122500635.html 29 January 2010.19 Ibid.
people, and no abstract arguments, [are those] that determine
the social value of things”, 20 and affect the economy. Catro-
nova believes that, “virtual worlds may also be the future of
e-commerce”.21 It is therefore important for legal and
economic scholars alike to understand the already complex
and multi-layered economy of virtual worlds.
3.1. The economy in second life: Linden monetary policy
“When it comes to money SL and your first life are very
similar. 22 As previously mentioned SL resembles in most
ways the real world. If you want a new pair of shoes then, in
the real world, you need to have money to buy those shoes. It
is the same in SL. The currency in SL is called Linden dollars or
L$ as an abbreviation. This currency only has value in that
world but it can be exchanged on an exchange to real world
currency. This is very unusual in virtual worlds but it is
beginning to be the trend for the future. This is because, aswill
be considered later on, e-commerce has been very successful
in the real world. The ‘in world’ exchange is called the LindeX.
Therefore, you can say that SL has money in the world. You
can use the ‘in world’ money to make more in world money
and then cash it out and pay for real world goods with it.
LindeX is run andmonitored by Linden Labs, and although it is
not a government or financial services organisation, it deals
with the exchange of money flowing through SL. This poses
further queries for governance. In a sense, this is an unregu-
latedmonetary exchange. There is no recourse, nor rule of law
governing the exchange of money.
So the question that needs to be asked at this stage is how
you get real money into the virtual world. This is relatively
easy; all you need is either a credit card or a PayPal account.
You just select the amount you want to transfer and like
a normal transaction, you can purchase the Linden $. This is
done through the LindeX, as in the real world on the stock
market. Youwill then on your account (top right of the screen)
have an amount of Linden $ that you can then spend or invest
as you wish. Linden Labs will charge any user an amount to
carry out the transaction to transfer Linden $ to real world
currency. Therefore to cash out of the ‘in world’ monetary
system will cost you money and will make Linden Labs more
money. However, the price of the transaction is all market
dependent. It is about supply and demand, if someone sells
a large amount of Lindens for a low price, the price of Lindens
goes down. You have three options when you are cashing out
your money. You can have it paid into a PayPal account, have
a domestic cheque if you are in the USA or have an interna-
tional cheque if you are outside the USA. These methods may
take a few days for the money to be transferred. It is not as
a quick process to get your money out as it is to put your
money in. This method of cashing out poses problems for
money laundering and what this paper will later go on and
discuss, but if you have the money paid out as a cheque,
20 Castronova, E. ‘Virtual Worlds: A first hand account of marketand society on the cyberian frontier’, CESifo Working Papers, No.618, December 2001.21 Ibid.22 Robbins, S. & Bell, M. ‘Second Life for Dummies’, 2007, WileyPublishing. P.15.
c om p u t e r l aw & s e c u r i t y r e v i ew 2 7 ( 2 0 1 1 ) 3 7 7e3 8 4382
domestic or international, or through a PayPal account the
anti-money laundering checks for these methods do not
allows for checks on money laundering.
Another way of purchasing Linden $ is via in world trans-
actions. During your time ‘in world’ you can press the
‘Purchase Linden $’ button and purchase the amount you
require whilst in world. Your account details you provided
when setting up an account and will debit your credit card or
PayPal account for the required money.
SL economy is known for its free market agenda,
however controls are placed on how many Linden $ you can
trade in any given transaction. The control and the limits is
meant to protect Linden $ from fraud, although whether this
is completely successful is nebulous, but more of that to
come.
The economy in SL has not been far from contention since
its conception and continuous growth. In January 2008,
Linden Labs implemented a not so free market banking policy
after the financial crisis of Ginko Financial collapsing. Linden
Labs issued a ‘New policy’ dictum which indicated their
increasing increment into the governance of laws and poli-
cies over the virtual world. The new policy indicates that no
one other than a regulated bank in the real world can now
operate a bank within a virtual world. 23 The policy states;
“we are implementing this policy after reviewing resident
complaints, banking activities and the law, and we’re doing it
to protect our residents and the integrity of our
economy”.(11) Linden Labs stated the risk these unregulated
banks posed to the SL economy succinctly. They stated,
“These banks have bought unique and substantial risks to SL,
and we feel it’s our duty to step in. Usually we don’t step in
the middle of resident-to-resident conduct”. 24 This high-
lights the importance of clarifying the legal and regulatory
situation surrounding not only the economy but the rest of
the in world society. Linden Labs acknowledges this by
stating; “As these activities grow, they become more likely to
lead to destabilisation of the virtual economy. At least as
important, the legal and regulatory framework of these non-
chartered, unregistered banks is unclear.25 However, they are
not prepared and nor should they be, to become a bank or
lender of last resort. They are’ after all, nothing more than
a successful games developer. They are not a bank but their
role, in world, in ambiguous and unclear at best. They play at
creating the law, being the governance of the world and being
the financial regulator, but in actuality they do none of these
things when it is required of them. What they do is issue
guidance and in world rules none of which have governance
in the real world. The rule for this is that; “Under its new
banking rules, SL says only charted banks will be allowed,
though it isn’t clear any real banks will operate in the virtual
play world”.26 However, whether in world rules can ever
23 Linden Labs. ‘New Policy Regarding In-World Banks’, 8 January2008. http://blogs.secondlife.com/community/features/blog/2008/01/01/new-policy-regarding-in-world-banks.htm Retrieved 15March 2010.24 Ibid.25 Ibid.26 Sidel, R. ‘Cheer up Ben: Your Economy isn’t as bad as this one’,The Wall Street Journal, 23 January 2008. http://online.wsj.com/article/SB120104351064608025.html retrieved 15 March 2010.
amount to a strong and robust economic and financial
framework which is needed to control the amount of money
flowing in and out of the world is contentious. Readers and
commentators must not forget that SL is a virtual world and
ultimately a game. But a game which has real world affects.
The lines drawn between the two are unclear and blurred. It
is no wonder that regulators and governments alike are
baffled by how to regulate and control this medium of
monetary exchange. Yet it is clear that some degree of
control and structure will need to be put into place quickly
given the growth of SL’s economy. As Linden Labs outlines
and admits: “The whole SL adventure encourages user
freedom, but it has so many users, and so much money is
flowing in, that you have to face that the community needs
some degree of control”.27
3.2. Synergies with real economies and themacroeconomic impacts of virtual economies
“If virtual worlds do, in fact grow, as a human phenom-
enon, there may be some implication for Earth econo-
mies”.28 Castronova denotes this point succinctly and for
the most part he is correct. Virtual worlds do actively affect
the real world economies merely because they are part of
the continuum of what occurs in the real world. Hence the
virtual is not so virtual. What is causing nebulosity is the
lack of governance over these macroeconomic impacts of
virtual economies. Castronva continues with this assertion
and says; “If economic activities migrates into virtual
economies, where there are no earth jurisdictions, there
will be a net loss of taxable assets and incomes in Earth’s
economies”.29 Again, he is right. Without a clear and
defined legal structure the economies of the virtual worlds
could spiral out of control and the benefits which they
could offer to the real economy might be lost. This next
section examines two instances where financial scandal
has hit virtual economies with a minimal legal response.
However, the impact of such virtual financial scandals is
only too real for those who lose money in the virtual
worlds.
3.2.1. Virtual bank runs and troubles: case studies GinkoFinancial & EveOnline“So now, Linden Lab has deemed that only banks in the real
world can open a bank in SL. And so, folks who deposited
money in the virtual banks want their money back, and some
have closed”.30 The reason for this is due to the financial crisis
that has occurred within virtual worlds. Virtual economies,
like real world economies have suffered the fate of financial
scandal and crisis. Two of themost recent andwell known are
charted here for the record.
27 Semuels, A. ‘Virtual Bank’s Second Life Scheme Raises RealConcerns’, 22 January 2008. http://articles.latimes.com/2008/jan/22/business/fi-secondlife22 Retrieved 26 April 2010.28 Catronova, E. ‘On Virtual Economies’, CESifo Working Papers,No. 752. July 2002.29 Ibid.30 Edu Games Blog. ‘A Run on Virtual Banks in SL’, 23 January2008. http://edugamesblog.worldpress.com/2008/01/23/a-run-on-virtual-banks-in-sl/ retrieved 29 January 2010.
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3.2.2. Ginko FinancialGinko financial was a large investment bank within Second
Life. It has been described as “unregulated, unaudited, and
a magnet for controversy”.31 However in its day Ginko
Financial was a very popular and successful business. It
offered investors large returns on their money in return for
investing their money in the virtual bank. Linden Labs made
policy changes to gambling and financial matters ‘in world’
which subsequently made investors want to withdraw their
money. Ginko financial could not deal with this demand on
investments and there was a run on the bank. This even-
tually led to many investors losing their money. It has since
been discovered that the investment bank was actually
a Ponzi scheme whereby new investor’s money is used to
pay old investors thus leaving no money for the new
investor’s to reclaim. Linden Labs, as a result of this, made
any bank which was not regulated or chartered in the real
world illegal in SL.
As Sidel states: “The banking crisis at SL surfaced during the
summer when Linden banned gambling on the site, citing
conflicting regulations around the world. That caused a run on
Ginko Financial that had invested heavily in the virtual world’s
gamblingoperations.Ginkocappedwithdrawalsandultimately
issues bonds to customers instead. The bank went out of busi-
ness in August”.32 He continues and denotes: “The collapse led
to an outcry from depositors at SL banks”. (12) Linden Labs
respondedbyallowingonlycharteredbanks tohavebankstatus
in the virtual world. However Linden Labs insists it cannot and
will not act as a banking regulator. “If this is realmoney, there is
an argument you need to follow real law”.33
However, Duranske point out that "A lot of people forget
that Second Life is governed by U.S. law and the laws of Cal-
ifornia, it just so happens that these laws haven’t been
enforced." 34 This lack of enforcement and even the confusion
that there could be a legal safety net for investors causes
many problems for the virtual world economy e.g. inhibiting
growth and furthers the argument that the virtual world is not
so virtual and should be regulated via real world laws.
An advocate for not incorporating real world laws is
Bloomfield who says: "I am really hoping that RL (real life)
regulation does not come to SL because right now SL has the
chance to sort out what type of oversight and regulation it
wants." He further opines that: "If the RL authorities or Linden
Lab do start meddling with business affairs, it could ruin
a golden opportunity for real innovation and creativity,
a chance to recreate a world in a new image."35
GinkoFinancial scandalundoubtedlychangedthe faceof ‘in
world’ banks and financial institutions and just as in the real
world it is scandal which pushes through policy changes and
31 Reuters. A. ‘Ginko Financial- pyramid or pioneer’. 15 October2006. http://secondlife.reuters.com/stories/2006/10/15/ginko-financial-pioneer-or-pyramid/ retrieved 7 May 2010.32 Sidel, R. ‘Cheer up Ben: Your Economy isn’t as bad as this one’,The Wall Street Journal, 23 January 2008. http://online.wsj.com/article/SB120104351064608025.html retrieved 15 March 2010.33 Ibid.34 Gardiner, B. Bank Failure in Second Life leads to calls forregulation. Wired. 15 July 2007. http://www.wired.com/gaming/virtualworlds/news/2007/08/virtual_bank retrieved 7 May 2010.35 Ibid.
regulatory reform. In this case it is Linden Labs who alters
policy allowingonly realworld banks andfinancial institutions
to act as such in the virtual world but it did not again, produce
clarity on the legal jurisdictional issues which SL so needed.
3.2.3. Eve OnlineA games developer and one of Iceland’s top companies set up
a virtual world called Eve Online. What has happened in Eve
Online during 2009-10 demonstrates the similarities with real
world banks. Eve Online was very successful: in 2009 it had
300,000 people paying $15 a month to use the platform for
interacting on the site. The virtual world has a free ‘anything
goes’ market and allows users to buy goods and support their
role within the world. “Eve has 66 market places for some 5000
items with more than one million transactions per day”.36 Eve
createda virtual bank, Ebank. The currency is called interstellar
credits (ISK) and is traded for goodswithin theworld. However,
when some players did not have enough ISK’s to purchase
goods, an entrepreneur in Eve created a bank thatwould accept
depositions and lend to players who would pledge their world
assets as collateral.37 Given human nature and banking inter-
action, the bankwas a success and accumulated 8.9 trillion ISK
in deposits and 13,000 accounts belonging to 6000 users. 38 The
top executive of the Ebank then made off with the deposits of
the bank and sold them for real cash to gamers on the black
market exchange onEve.Hehas since beenkicked off the game
and the bankhas shut down. The bank, alongwith its boardhas
been trying to sort out the crisis that ensued. Depositors with-
drew 5.5 trillion ISK from the bank.
Reports are unclear as to the amount that the executive
embezzled but there are discussions that 10% of the overall
bank deposits were taken by him.What is important though is
that there is no final regulator or no lender of last resort which
would offer a safeguard for depositors.
Thiswas reportedgloballyandnewsagencies called this the
start of the “Virtual version of the credit crunch”. 39 In fact it is
supposed that the executive stole the money to pay medical
bills and to put down a deposit on a house, both of which are
consequences of real world affects. The executive has been
thrown out of the game due to the terms and conditions of Eve
online and steps were taken to recapture some of the money.
Within all this the issue of law and jurisdiction arises, as there
is none, or at best the legal situation is unclear.
It has been noted that “the laissez-faire approach to both
business and the law has allowed EVE players to enact spec-
tacular scams, with other players paying the price. One player
opened a bank and then walked off with about 700 billion in
the game’s ISK currency, or close to $120,000 in U.S. dollars if
sold illegally to other players on eBay.40
36 Cox, R. ‘A Virtual Bank With Real Woes’, The New York Times,15 June 2009. http://www.nytimes.com/2009/06/15/business/15views.html Retrieved 29 January 2010.37 Ibid.38 Ibid.39 BBC News. ‘Billions Stolen in online robbery’, 3 July 2009.http://news.bbc.co.uk/2/hi/technology/8132547.stm Retrieved 26April 2010.40 Hse, J. ‘Second Life Bank ‘Crash foretold financial crisis’.MSNBC http://www.msnbc.msn.com/id/27846252/ accessed 7May 2010.
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When real world items are affected by ‘in world’ actions,
users call on real world enforcement agencies to govern the
world. There is, therefore confusion overwhether it is a virtual
world where the rules are governed by the developers of the
game or whether because real world aspects are being
affected, real world repercussions should occur. Cox illus-
trates this succinctly, “as in the real economy, the customers
[are] tempted to appeal to a higher authority”.41 What is
unclear is what is this higher authority, the developers or the
Rule of law?
4. Summary
Within this paper we have explored the complex world of
virtual economics and in particular the economy of one world,
Second Life. It has been demonstrated that the nuances
between the real and the virtual are indefinable except for one,
rather important facet: that being the legal position of the
virtual world and its citizens.
41 Cox, R. ‘A Virtual Bank With Real Woes’, The New York Times,15 June 2009. http://www.nytimes.com/2009/06/15/business/15views.html Retrieved 29 January 2010. 14.
There are two schools of thought in this debate: one being
that the virtual and the real are distinct, bifurcated by the
realms of reality. The second, and the one which is advocated
within this paper, is that the two are merely a continuum of
each other and that over time, what is considered unreal will
soon be considered the norm and the real. What is clear from
all of this discussion is that the legal situation is vastly
ambiguous and at best unclear. There is a lack of clear
governance, jurisdiction and rule of law. Within this lack of
governance and control there is a lack of real world regulation
such as price control, taxable assets and income control which
would have a benefit for the real world and causes disadvan-
tages to the virtual world. What must be considered is the
legal position of the virtual world. For the virtual is not as
virtual as its name suggests and is considered here as
a continuum of the real world and thus must be subject to the
Rule of Law.
Dr Clare Chambers ([email protected]) Senior Law
Lecturer, Bristol Law School, UWE.